Ankahet Posted May 30, 2019 Posted May 30, 2019 So, I have created a merchant, container for it, faction for it and so on. The merchant works, I can speak to them in the world and bring up their "For Sale" list. However, it only loads certain things into the container. Anything such as items or leveled lists containing items from another mod/plugin, does NOT load into the container/inventory, despite having the mod loaded properly in the game, and the leveled list being IN the container/inventory. Also when I try to place the items in the world stand-alone, such as on a table, they do not show up and when I open the file in CK again it has removed them, despite saving with them there. I dont know if this is the proper area of the forums for this, but if not, feel free to move it wherever needed.
DatWombat Posted May 30, 2019 Posted May 30, 2019 2 hours ago, Ankahet said: So, I have created a merchant, container for it, faction for it and so on. The merchant works, I can speak to them in the world and bring up their "For Sale" list. However, it only loads certain things into the container. Anything such as items or leveled lists containing items from another mod/plugin, does NOT load into the container/inventory, despite having the mod loaded properly in the game, and the leveled list being IN the container/inventory. That's strange. . . are you using Creation Kit? I recently had a problem with Creation, which totally screwed up a mod I was working on. I was working on a .esp (esp "one") which pulled content from another .esp (esp "two"), but it somehow damaged esp "one"s ability to read both of its master files, and it had multiple errors. It was effectively broken, and I started fresh with xEdit (TES5Edit). What I'm getting at here is have you opened this mod via another mod-editing software, such as TES5Edit? You could check your .esp for errors and make sure everything is in place. You can also check and make sure said Leveled Lists are not being altered in a certain way that said merchant can't use them. 2 hours ago, Ankahet said: Also when I try to place the items in the world stand-alone, such as on a table, they do not show up and when I open the file in CK again it has removed them, despite saving with them there. That's. . . strange. I wouldn't know what's up here. . . I'm going to drop a (possibly) helpful link. https://www.creationkit.com/index.php?title=Object_Window I have little experience with placing objects in CK, but I did make a little village with harvest-ables, trees and NPCs once. I didn't have any problems myself. 2 hours ago, Ankahet said: I dont know if this is the proper area of the forums for this, but if not, feel free to move it wherever needed. Probably not. Lover's Lab does have a Tech' Support section - https://www.loverslab.com/forum/39-skyrim-technical-support/ But I'm sure a higher-up might move it if they feel the need. Edit @Andy14 might of hit the nail right on the head. I stay away from CK unless I have to use it, so I'm not as familiar with the program.
Andy14 Posted May 30, 2019 Posted May 30, 2019 Resources from other mods (items etc) are only available if the other mod is used as the masterfile. Loading multiple Esp as an "active plugin" is not suitable for this.
Ankahet Posted May 30, 2019 Author Posted May 30, 2019 8 minutes ago, Andy14 said: Resources from other mods (items etc) are only available if the other mod is used as the masterfile. Loading multiple Esp as an "active plugin" is not suitable for this. Ahh, how do I load it as the master file then? =/
Ankahet Posted May 30, 2019 Author Posted May 30, 2019 30 minutes ago, Nretsmah said: That's strange. . . are you using Creation Kit? I recently had a problem with Creation, which totally screwed up a mod I was working on. I was working on a .esp (esp "one") which pulled content from another .esp (esp "two"), but it somehow damaged esp "one"s ability to read both of its master files, and it had multiple errors. It was effectively broken, and I started fresh with xEdit (TES5Edit). What I'm getting at here is have you opened this mod via another mod-editing software, such as TES5Edit? You could check your .esp for errors and make sure everything is in place. You can also check and make sure said Leveled Lists are not being altered in a certain way that said merchant can't use them. That's. . . strange. I wouldn't know what's up here. . . I'm going to drop a (possibly) helpful link. https://www.creationkit.com/index.php?title=Object_Window I have little experience with placing objects in CK, but I did make a little village with harvest-ables, trees and NPCs once. I didn't have any problems myself. Probably not. Lover's Lab does have a Tech' Support section - https://www.loverslab.com/forum/39-skyrim-technical-support/ But I'm sure a higher-up might move it if they feel the need. Edit @Andy14 might of hit the nail right on the head. I stay away from CK unless I have to use it, so I'm not as familiar with the program. Yeh I think so as well, considering everything that I pull from skyrim.esm or the DLC's loads fine, and while im able to view, edit and place at the time, the ones from the esp file disappear in the game after saving it.
DatWombat Posted May 30, 2019 Posted May 30, 2019 8 minutes ago, Ankahet said: Yeh I think so as well, considering everything that I pull from skyrim.esm or the DLC's loads fine, and while im able to view, edit and place at the time, the ones from the esp file disappear in the game after saving it. Hopefully @Andy14's solution works out for ya. By the sound of it, it may very well be a master issue. That's why I brought up my recent issue, because you can use xEdit to see what masters your .esp has. If it doesn't have the appropriate master(s), you'd be in trouble. But again, give their idea a go!
Ankahet Posted May 30, 2019 Author Posted May 30, 2019 5 minutes ago, Nretsmah said: Hopefully @Andy14's solution works out for ya. By the sound of it, it may very well be a master issue. That's why I brought up my recent issue, because you can use xEdit to see what masters your .esp has. If it doesn't have the appropriate master(s), you'd be in trouble. But again, give their idea a go! Sadly I dunno how to get it to load as master file =/
DatWombat Posted May 30, 2019 Posted May 30, 2019 10 minutes ago, Ankahet said: Sadly I dunno how to get it to load as master file =/ By the looks of it, it's a little complicated with Creation Kit. I did a brief Google Search. https://forums.nexusmods.com/index.php?/topic/1498528-how-do-i-add-a-master/ The easier way to add a master would be to add it manually via xEdit, and then booting your .esp into CK.
Ankahet Posted May 30, 2019 Author Posted May 30, 2019 16 minutes ago, Nretsmah said: By the looks of it, it's a little complicated with Creation Kit. I did a brief Google Search. https://forums.nexusmods.com/index.php?/topic/1498528-how-do-i-add-a-master/ The easier way to add a master would be to add it manually via xEdit, and then booting your .esp into CK. Looks like the best (Safest) way is to make a copy of the ESP to turn into the master file then remove it when booting the game for testing, like dragging it to desktop or into an unused filespace.
DatWombat Posted May 30, 2019 Posted May 30, 2019 2 minutes ago, Ankahet said: Looks like the best (Safest) way is to make a copy of the ESP to turn into the master file then remove it when booting the game for testing, like dragging it to desktop or into an unused filespace. Making copies of everything is always a great idea. But I don't see any need to worry about backing up the proposed master(s) unless you plan on pulling off shenagans with Creation Kit and converting .esps to .esms. . . If you ask me, it's not worth the trouble, and I'd personally use xEdit (TES5Edit). It would be safer and quicker. Here's another link I found - https://www.creationkit.com/index.php?title=Data_file On that page, it explicit states the Creation Kit will not create master files. It looks like there are one or more work-arounds, but I'm not sure if they work or should be favored over xEdit.
Ankahet Posted May 30, 2019 Author Posted May 30, 2019 1 hour ago, Nretsmah said: Making copies of everything is always a great idea. But I don't see any need to worry about backing up the proposed master(s) unless you plan on pulling off shenagans with Creation Kit and converting .esps to .esms. . . If you ask me, it's not worth the trouble, and I'd personally use xEdit (TES5Edit). It would be safer and quicker. Here's another link I found - https://www.creationkit.com/index.php?title=Data_file On that page, it explicit states the Creation Kit will not create master files. It looks like there are one or more work-arounds, but I'm not sure if they work or should be favored over xEdit. Well, problem is, the file I am working off of isnt mine, it would be a continuation of someone elses work. Plus I dont want to leave it in the mod folder (as thats where CK MUST save/read EVERYTHING from for some stupid reason...) and have it loading both the esp and master file in duplicate when launching the game.
DatWombat Posted May 30, 2019 Posted May 30, 2019 7 minutes ago, Ankahet said: Well, problem is, the file I am working off of isnt mine, it would be a continuation of someone elses work. Plus I dont want to leave it in the mod folder (as thats where CK MUST save/read EVERYTHING from for some stupid reason...) and have it loading both the esp and master file in duplicate when launching the game. I gotcha. I like to think you have the mods themselves backed up, but it would be a good call to save a copy of your unedited esps somewhere. And you sort of have to load both files, if I'm understanding your reply correctly. Mod editing programs need to compare changes to plug-ins (with masters).
Andy14 Posted May 30, 2019 Posted May 30, 2019 3 hours ago, Ankahet said: Sadly I dunno how to get it to load as master file =/ The mod (esp must be flagged as masterfile). Then you can simple checked (without "active plugin"). For this you can useTes5Edit: To flag a plugin as ESM : Open the plugin in TES5Edit and under the File Header, right click on the field next to "Record Flags", select "Edit", and check the "ESM" checkbox in the list that appear. Then exit TES5Edit and save your esmifyed plugin.
Ankahet Posted May 30, 2019 Author Posted May 30, 2019 10 hours ago, Andy14 said: The mod (esp must be flagged as masterfile). Then you can simple checked (without "active plugin"). For this you can useTes5Edit: To flag a plugin as ESM : Open the plugin in TES5Edit and under the File Header, right click on the field next to "Record Flags", select "Edit", and check the "ESM" checkbox in the list that appear. Then exit TES5Edit and save your esmifyed plugin. Allright, thank you very much. Ill give it a go :3
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